Here's a quote from the latest
D&D Design & Development article (registration required):
Sure, a DM can decide for dramatic reasons that a notable NPC or monster might linger on after being defeated. Maybe a dying enemy survives to deliver a final warning or curse before expiring, or at the end of a fight the PCs discover a bloody trail leading
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Or, perhaps, it has to do with this: in a tabletop game, either party can cheat, but only the GM can get away with it without group support or fear of retribution/being over-ruled.
That is, the players almost never get to say, "Nope, I claim story privilege, so my guys lives," or more-to-the-point, "I alter/supercede the rules in this instance to say THIS happens instead for story/dramatic reasons."
That isn't fair in any manner I can see, even if the GM is given free-reign to ignore rules for dramatic reasons. Why him alone if drama/story is important? Isn't everyone's input into the state of the story/drama important and valid?
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It's not like I'm a serious RPGer, though...
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Stating in a rules-related article on hit points that the GM can always fudge things for drama is an implicit endorsement of one method. Does this mean the D&D 4.0 DM's guide will, in its "how to DM" section, say "drama over rules?" I hope not, though it's what often happens. I'd love to see a discussion of the social contract. Make sure everyone's expectations are laid out ( ... )
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